Kulan: Knightfall's Crisis in Bluffside Game [OOC]

Difficult Terrain (from RC)
Difficult terrain includes heavy debris, shallow water, slopes that can be walked up, undergrowth, and similar environmental factors that slow and hamper movement. Each square of difficult terrain counts as 2 squares of movement. Each diagonal square counts as 3 squares. You can’t run or charge across difficult terrain. If you occupy a space that includes different kinds of terrain, you can move only as fast as the most difficult terrain in your space allows. Flying and incorporeal creatures aren’t hampered by difficult terrain.

Movement Cost (from RC)
When your movement is hampered in some way, your movement usually costs double. As with all real-world values, movement costs are multiplied by normal math rules. If movement cost is doubled twice, then each square counts as 4 squares, and each diagonal square counts as 6 squares. If movement cost is doubled three times, then each square counts as 8 squares (12 if diagonal) and so on.
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@Tellerian Hawke: Big Tim can't charge across the slippery ground caused by the ice storm.

@Neurotic: I'm still not sure if Akos can get to where you want him to get. At the point to which he translocates, he is still considered to be difficult terrain. To move diagonally from that space should cost more than 1 square (5 ft.) of movement. Ice Storm says the spell halves a character's speed while the character is still within the spell's area.

At the very least, I think moving diagonally out of the square to which he translocated, should cost 2 squares (10 ft.). And, it might cost 3 squares... but I'm still not sure.

(I need to see if there is something in the D&D FAQ about how ice storm works.)

This scenario is hurting my brain. :confused:
 
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The D&D FAQ wasn't any help. :rolleyes:

So, I checked Frostburn and it says that for natural ice sheets, it cost 2 squares to enter the square. I'm assuming that should be the rule for the slipperiness caused by ice storm. So, I think Akos is okay.

It also says that a character can charge across and ice sheet but must make a successful DC 10 Balance check. So, Big Tim could charge through the area of the spell, but his movement would be halved until he clears the spell's area. I'm also going to say the Balance DC is 12 due to the falling hail caused by the spell.
 

BotCC_R6_Akos actions.png
 

Brelish Thugs, Loyalist Enchanter, and Loyalist Soldier are all cowering for one round. They are then shaken for another round after that.

Cowering
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses her Dexterity bonus (if any).
Man, Akos really did a number on my bad guys. Heh.
 







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